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Serious Applications of Technology in Games and Health


Serious Applications of Technology in Games and Health

Zhigeng Pan - Hangzhou Normal University, PRC.

Xun Luo - Tianjin University of Technology, PRC.

Claudia Zúñiga - Universidad Santiago de Cali.

Fabian Castillo - Universidad Libre Cali.

Anita Portilla - Instituto para Niños Ciegos y Sordos del Valle del Cauca.

Andrés Castillo - Instituto para Niños Ciegos y Sordos del Valle del Cauca

Gloria Inés Álvarez - Pontificia Universidad Javeriana Cali, Colombia.

María Constanza Pabón - Pontificia Universidad Javeriana Cali, Colombia.

Diego Linares - Pontificia Universidad Javeriana Cali, Colombia.

Juan Carlos Martínez - Pontificia Universidad Javeriana Cali.

Andrés A. Navarro-Newball - Pontificia Universidad Javeriana Cali.


Santiago de Cali, 2019

Serious Applications of Technology in Games and Health / Zhigeng Pan [y otros 10] -- Santiago de Cali : Pontificia Universidad Javeriana, Sello Editorial Javeriano, 2019.

Incluye referencias bibliográficas.

ISBN 978-958-5119-63-5

1. Innovaciones educativas 2. Juegos educativos 3. Tecnología de la información 4. Métodos de enseñanza 5. Educación por competencias I. Pan, Zhigeng II. Luo, Xun III. Zúñiga, Claudia IV. Castillo, Fabián V. Portilla, Anita VI. Castillo, Andrés VII. Álvarez, Gloria Inés VIII. Pabón, María Constanza IX. Linares, Diego X. Martínez, Juan Carlos XI. Navarro-Newball, Andrés A. XII. Hangzhou Normal University, PRC XIII. Tianjin University of Technology, PRC XIV. Universidad Santiago de Cali XV. Universidad Libre Cali XVI. Instituto para Niños Ciegos y Sordos del Valle del Cauca XVII. Pontificia Universidad Javeriana (Cali). Facultad de Ingeniería y Ciencias. Departamento Electrónica y Ciencias de la Computación.


SCDD 371. 33 ed.23CO-CaPUJ lmc/2019


Serious Applications of Technology in Games and Health

Pontifica Universidad Javeriana Cali

Facultad de Ingeniería y Ciencias

Departamento Electrónica y Ciencias de la Computación

Autores:

© Zhigeng Pan

© Xun Luo

© Claudia Zúñiga

© Fabian Castillo

© Anita Portilla

© Andrés Castillo

© Gloria Inés Álvarez

© María Constanza Pabón

© Diego Linares

© Juan Carlos Martínez

© Andrés A. Navarro-Newball

Rector: Luis Felipe Gómez Restrepo S.J

ISBN: 978-958-5119-63-5

ISBN (e): 978-958-5119-64-2

Formato: 17 cm x 24 cm

Coordinacion Editorial: Claudia Lorena Gonzáles Gonzáles

Auxiliar Editorial: Manuela Triviño Monar

Diseño y Diagramación: Andres Julian Tabares Rojas.

Corrección de Estilo: Comunicaciones Creativas

Conversión ePub: Lápiz Blanco S.A.S.

Hecho en Colombia

Made in Colombia

Pontificia Universidad Javeriana

Calle 18 No. 118 - 250

Teléfonos (57-2) 3218200

Santiago de Cali, Colombia, 2019

El contenido de esta publicación es responsabilidad absoluta de su autor y no compromete el pensamiento de la institución. Este libro no podrá ser reproducido por ningún medio impreso o de reproducción sin permiso escrito de los titulares del Copyright.

Contenido

Introduction

1. Prologue

2. Invited Keynote paper

3. Workshop on Computing and Technology in Health-CoTH 2019

4. Poster session from the Edutainment 2019 Conference

5. Poster Session from the Edutainment 2019 Conference – Invited poster from IGDA Colombia’s representative and the REDIS’ Expoposter 2019-1 Event

Introduction

This book constitutes the refereed proceedings of the 13th International Conference on E-Learning and Games, Edutainment 2019, and the Workshop on Computing and Technology in Health (CoTH) 2019, held within the same conference. Edutainment was held in Cali, Colombia on august 15-17, hosted by Pontificia Universidad Javeriana Cali and supported by Hangzhou Normal University, Xi’an University of Technology and Tianjin University of Technology in China; Bournemouth University and Liverpool John Moores University in UK; National Polytechnic Institute, México; Divsar, Argentina; Universidad Libre Seccional Cali; Universidad del Cauca, Popayán; Universidad Santiago de Cali and Pontificia Universidad Javeriana Bogotá in Colombia. Edutainment 2019 has become a major international event which combines education and entertainment, covering not only the research issues of game-based learning but also the issues of learning experiences which may be gained from entertainment.

At first, when we talk about serious applications of technology in games and health, we are referring to serious games or games in which the objective goes beyond mere entertainment, which in Edutainment 2019 refer to education. Additionally, we decided to use the term “serious” to refer to the use of technology in applications that search to contribute to the solution of relevant social problems, in this case health. We did not want to limit the scope of the workshop to serious games applied to health or edutainment in health; indeed, we wanted to hear about new ideas related to the applications of technology to health.

The papers were organized in one prologue and four sections; because the focus of the main conference is Edutainment, the prologue was written by the founder, chair of the steering committee of the Edutainment conferences. The first section includes one extended paper from one of the keynote presenters; the second, contains the nine papers submitted to the CoTH; the third section includes three papers chosen 12 Edutainment’s poster paper candidates; and the fourth encompasses one abstract from a Colombian student representative from International Game Developers Association (IGDA) and five abstracts chosen at the Expoposter 2019-1 in Universidad Central del Valle to be presented at Edutainment 2019, which have not been previously published.

The Edutainment Conference had 41 submissions: three papers were presented during the Edutainment’s 2019 poster session; 22 in parallel sessions, whereof 21 are to be published in IEEE Xplore in collaboration with the 9th International Conference on Virtual Reality and Visualization (ICVRV 2019). Seventeen papers were invited for extended versions to the Revista Facultad de Ingeniería Universidad de Antioquia and the Virtual Reality and Intelligent Hardware journals. On the other hand, the Expoposter 2019-1 had 21 submissions, the CoTH 2019 had nine and all of them were presented. The 13 full papers and six abstracts presented in this volume were carefully reviewed and selected from 71 submissions. The listings of chairs, committee members and keynote speakers follow before the prologue.

This compilation, is part of the project No.125174455451, entitled “Apoyo a la Terapia de Rehabilitación del Lenguaje Oral y Escrito en Niños con Discapacidad Auditiva”, funded by the Departamento Administrativo de Ciencia, Tecnología e Innovación de la República de Colombia (COLCIENCIAS). It was also possible thanks to ICETEX Colombia and the Chinese delegation that came to Cali. The volume is written in English and Spanish, the two official languages of the event.

Keywords

Edutainment, gamification, training, health, serious games, e-learning, medicine, video game.

Edutainment 2019 and CoTH Committee

General co-chairs

• Abdennour EI Rhalibi-Liverpool John Moores University, UK.

• Zhigeng Pan-Hangzhou Normal University, PRC.

• Xun Luo-Tianjin University of Technology, PRC.

• Andrés A. Navarro-Newball-Pontificia Universidad Javeriana Cali.

Program co-chairs

• Feng Tian-University of Bournemouth, UK.

• Alexander Gelbukh-National Polytechnic Institute, México.

• Mario J. Diván-Divsar, Argentina.

• Gerardo Sarria-Pontificia Universidad Javeriana Cali, Colombia.

Organization chairs

• Victoria E. Contreras R.-Destino research group, Pontificia Universidad Javeriana Cali, Colombia.

• Diego F. Loaiza B-Universidad Santiago de Cali, Colombia.

• Fabián Castillo-Universidad Libre Cali, Colombia.

Organization co-chairs

• Claudia Zúñiga-Universidad Santiago de Cali, Colombia.

• Hendrys F. Tobar-Universidad del Cauca, Colombia.

• Diego L. Linares-Pontificia Universidad Javeriana Cali, Colombia.

Organization members

• Juan C. Martínez-Pontificia Universidad Javeriana Cali, Colombia.

• Luis E. Tobón-Pontificia Universidad Javeriana Cali, Colombia.

Publicity co-chairs

• Xiaosong Yang-Bournemouth University, UK.

• Leonardo Flórez-Pontificia Universidad Javeriana Bogotá, Colombia.

Workshop co-chairs

• María C. Pabón-Pontificia Universidad Javeriana Cali, Colombia.

• Gloria Inés Álvarez-Pontificia Universidad Javeriana Cali, Colombia.

• Cesar Collazos-Universidad del Cauca.

• Diego L. Linares-Pontificia Universidad Javeriana Cali, Colombia.

• Juan C. Martínez-Pontificia Universidad Javeriana Cali, Colombia.

• Andrés A. Navarro-Newball-Pontificia Universidad Javeriana Cali, Colombia.

• Luisa Fernanda Rincón-Pontificia Universidad Javeriana Cali, Colombia.

International program committee

Andrés Adolfo Navarro-Newball -Pontificia Universidad Javeriana Cali.

Wolfgang Mueller-University of Education Weingarten.

Juan C. Martínez-Pontificia Universidad Javeriana Cali.

Mario José Diván-Divsar.

Gerardo M. Sarria-Pontificia Universidad Javeriana Cali.

Diego F. Loaiza B.-Universidad Santiago de Cali.

Yoshihiro Okada-Kyushu University.

Carlo Harvey-Birmingham City University.

Theresa-Marie Rhyne, Consultant.

Gengdai Liu-Bigo Technology PTE LTD.

Hongchuan Yu, NCCA-Bournemouth University.

Yinghui Wang, Department of Computer Science and Engineering-Xi’an University of Technology.

Jian Chang-Bournemouth University.

Feng Tian-Bournemouth University.

Diego L. Linares -Pontificia Universidad Javeriana Cali.

Fabian Castillo Peña -Universidad Libre Cali.

María Constanza Pabón-Pontificia Universidad Javeriana Cali.

Antonio Coelho-University of Porto.

Xun Luo-Tianjin University of Technology.

Xiaosong Yang-Bournemouth University.

Fotis Liarokapis-Masaryk University.

Fuhua Lin-Athabasca University.

Fred Charles-Bournemouth University, Faculty of Science and Technology.

Marc Jaeger-CIRAD.

William Hurst-Liverpool John Moores University.

Hendrys Fabián Tobar Muñoz-Universidad del Cauca.

Xiaogang Jin, State Key Lab-Zhejiang University.

Claudio Palazzi-University of Padova.

Panagiotis Petridis.

Jose Fonseca-Bournemouth University.

Mohd Shahrizal Sunar-Universiti Teknologi Malaysia.

Dunwei Wen-Athabasca University.

Christos Gatzidis-Bournemouth University.

Yuanyuan Shen-Liverpool John Moores university.

Mohammad Swash-Brunel University.

César Collazos-Universidad del Cauca.

Gloria Inés Álvarez-Pontificia Universidad Javeriana Cali.

Luisa Fernanda Rincón-Pontificia Universidad Javeriana Cali.

Keynote speakers at the Edutainment 2019 and CoTH 2019

Dr. César A. Collazos

Full professor at Universidad del Cauca (Colombia), Phd in Computer Science (Universidad de Chile) and keynote invited of different workshops. Postdoctoral staying in Spain and Chile working in aspects related with human-computer interaction and computer supported cooperative work, and visiting professor of different ibeoramerican universities in Chile, Spain, Perú, México and Argentina.

Dr. Mario Diván

Full professor and head of the Data Science Research Group at National University of La Pampa (Argentina). Honorary Professor of the Amity Institute of Information Technology (Noida, India), Dr. Diván is a specialist in High Performance and Grid Computing from the University of La Plata, where he received the degree of Ph.D. in Computer Science. His scientific interests lie in the area of data mining, data stream, stream mining, high-performance computing, big data, measurement, and evaluation. Moreover, Dr. Diván integrates the academic committee for the Master and the Ph.D. in Computer Science at the National Technological University of Córdoba, Argentina; directs the Professional Council of Engineers and Technicians of La Pampa, and has been recognized by the Argentinian Computing Society with the National Award of Electronic Government.

Dr. José Tiberio Hernández

PhD in Applied Informatics, ENSTA (Paris, France), and Master in systems and computer engineering (Universidad de los Andes), he is the head of the Visual computing Area (IMAGINE Group) and has served as a full-time professor and Dean of the Faculty of Engineering at the Universidad de Los Andes.

Professor Edmond C. Prakash

PhD in High Performance Computing and Scientific Visualization, Edmond is currently Professor in Computer Science and Associate Dean for Research at Cardiff Metropolitan University, United Kingdom. With research interests around games technology, big data visualization, human computer animation, high performance computing, interactive digital media and AR/VR, he has held positions and research collaborations in India, Singapore, China, Colombia, UK and USA.

Professor Xun Luo

Professor Xun Luo is a distinguished member of China Computer Federation (CCF). He leads the Technical Committee on Virtual Reality and Visualization (TC-VRV) of CCF as TCVRV’s standing director. Luo is a titular professor at Tianjin University of Technology, as well as Chief Scientist of CAS-Jinyun Cloud Inc., one of the top cloud-service providers in China. Professor Luo’s research interests include virtual reality and augmented reality systems, and natural human-computer interfaces. Also, he obtained B.S. in Computer Science from the University of Electronic Science and Technology of China, Masters in Applied Mathematics and Ph.D. in Computer Science from University of Illinois at Chicago, and he is the inventor and co-inventor of 28 U.S. and international patents. Besides basic and applied research, he is also an expert in education and has served as Program Evaluator for ABET and Chinese Engineering Education Accreditation Computer Engineering Commission.

Dr. Sergio Albiol-Pérez

Main Researcher of the “Health Multimodal” Consortium of Campus Iberus (Spain), and also of the team “Sistemas tecnológicos en el campo de la salud” at the Instituto de Investigación Sanitaria Aragón (Spain), he defended his PhD thesis with Cum Laude at the Universitat Politécnica de Valencia, Spain, and has been teaching since 2001 at the Computer Science and Systems Engineering Department, Universidad de Zaragoza. With research interests focused on patients with serious injuries and illnesses by using virtual rehabilitation techniques, in the area of Virtual Motor Rehabilitation and systems based on interaction for the recovery of mental disorders, he has organized workshop sessions regarding Virtual Rehabilitation Theories and Applications and has co-authored more than 40 papers around this topic (articles, conference papers and chapter books). Therefore, his research lines are: multimodal systems in patients with neurological disorders, gross and fine rehabilitation in patients with sensorimotor disorders, virtual rehabilitation: fall prevention in old people, and cognitive rehabilitation.

CEO Cyri Jones

CEO-Zen Maker Lab, Canada. In his own words: As far as I can remember, I have been drawn to entrepreneurship. While I was doing an undergraduate science degree at the University of Guelph, I got my first taste of a starting a new serious business, a leading environmental news scanning business run out of my dorm room and then later doing an MBA from UBC with a focus on technology entrepreneurship. A course at UBC with the legendary Haig Farris where business students were matched up with engineers was inspirational and sent me down the pathway of appreciating the benefits of cross-disciplinary teams and what it takes to start and grow a venture. From that one course came billions of dollars in local start-up valuations. Haig would show us the ropes and bring in guest speakers from industry each week with insights beyond any textbook. I was hooked (C. Jones, personal communication, 18 July 2019).

Eng. Fernando Alonso Gómez Carrillo

Systems Engineer from the Universidad Piloto de Colombia, Master in Direction and Management of Educational Institutions from the Universidad de la Sabana and Java Programmer certified by Sun Microsystems, with more than 19 years of experience. Moreover, for 11 years he has been Technology Director in the Tourism Sector (Carlson Wagonlit Travel), where he developed specialized software for the management and operation of this type of companies (ERP). Furthermore, he’s lecturer and author of articles on topics related to e-learning and virtual worlds applied to educational environments.

Artist Luis Astorquiza

Systems and Computing Engineer (Pontificia. Universidad Javeriana Cali), PhD Candidate in Design and Creation (Universidad de Caldas), and Director of the DaVinci Program for Transdisciplinary Research and Development in Digital Creation (Pontificia Universidad Javeriana Cali), he has exhibited his works in Colombia, México, Argentina, Brazil, Spain, South Korea. Invited by ACC (Asia Culture Center of South Korea), Medialab Prado (Spain), Technological Institute of Monterey (México), University of Sao Paulo and University of Vitoria (Brazil), Tres de Febrero University (Argentina), among others; he’s the guest digital artist for Edutainment 2019 and leads the global initiative ACADEMIALAB promulgated in Medialab Prado, that seeks to bring the academic world closer to the digital experimentation spaces in Labs.

1. Prologue

Wikipedia (2020, par. 1), defines edutainment or educational entertainment as “media designed to educate through entertainment,” and states that the interest to do this has been present for hundreds of years. One example is the Poor Richard’s Almanack which demonstrated early implementation of edutainment; here, Benjamin Franklin combined entertaining and educational content into and instructional booklet of rules of conduct for colonists using puzzles. In this way, Figure 1 shows edutainment as part of a continuum: “the continuum and overlaps between the world of development and entertainment; multiple sectors lie in between, such as SBCC (Social and Behavior Change Communications), C4D (Communication for Development), Entertainment-Education and Social Impact Entertainment” (Deml, 2018, par. 1), with applications range from TV (e.g. Sesame Street) to games, theme parks (e.g. Epcot Centre) and museums.

Figure 1.

Impact-Entertainment continuum


Source: (Deml, 2018).

Today, technology has pervaded all fields of human knowledge and activity, and edutainment is not an exception. Fields such as virtual and augmented reality, gamification, serious games, graphics, imaging, game rendering, animation, computer vision and e-learning are now considered important in education. Therefore, edutainment was born keeping in mind the need of collaborative research and practice required by innovative educational entertaining applications; it is important to learn to what extent technology and entertainment are useful for learning. That is why Edutainment 2019, the 13th International Conference on E-Learning and Games, was a place where researchers from all over the world and particularly from Latin America, exchanged experiences in the emerging field which combines education and entertainment. As previous versions which took place in China, Canada, Germany, Australia, UK, Edutainment 2019 covered all aspects of pedagogical principles, designs, and technological issues for education, research, and entertainment.

Professor Zhigeng Pan

Founder, Chair of Steering Committee of Edutainment Conferences

References

Wikipedia (16 June 2020). Educational entertainment. Wikipedia. https://en.wikipedia.org/wiki/Educational_entertainment

Deml, T. (19 April 2018). File:Development-Entertainment Continuum.png. Wikimedia Commons, the free media repository. https://commons.wikimedia.org/wiki/File:Development-Entertainment_Continuum.png